Alternians

Physical Description: Alternians (or “Trolls” as they tend to be called) are a race of nocturnal humanoids originating from the planet Alternia in the world Huss-1. They all have grey skin, black eyes with yellow sclera, and horns of various shapes and sizes that by a complete coincidence happen to be colored like candy corn. In addition, most trolls unusual blood colors, and the same pigment found in their their blood is also found in their eyes, leading to the usual sight of trolls seemingly “crying blood”, which can be unnerving to races not used to dealing with them. Depending on their blood color, Trolls can live anywhere from several millennia to just a few decades.

While Trolls do have genders, gender does not play a part in their reproductive cycle. Instead they have “Quadrants”, a complicated system of four different types of romance that are far too complicated to get into here but are ultimately nessesary for reproduction.

Trolls do not have “Families”, or even “Parents”. Instead, a monsterous being known as the “Mother Grub” consumes buckets containing an incestuous slurry of genetic material (from parents of all four quadrants), and then lays hundreds of eggs at a time. The eggs hatch into larval, insect-like forms known as “Wigglers”, who wiggle about for a while before finding a dark place to create their cocoons. After metamorphosing into their humanoid forms, they then go through a series of trials. If they suceed, they are adopted by a frightening beast known as a “Lusus naturae”, or a “Lusus” for short, and together they go to the surface and build a dwelling known as a “Hive”.

Society: Prior to The Vast Glub, Troll society was united under the rule of a tyrannical and warlike empire ruled by Empress Meenah Peixes (aka “Her Imperious Condescension”) that stretched across their home universe. Members of Alternian society were separated by a caste system known as the “Hemospectrum”, wherein trolls with a higher blood color ruled over those below them. There have been a few rebellions, the most significant of which was an uprising led by an enigmatic figure known as “The Sufferer”, though these rebellions were inevitably put down by the nobles.

After the Vast Glub, only Trolls that were living outside their home universe (or in a few cases, living within very powerful psychic shields) were able to survive. Cut off from the bulk of the imperial fleet, most of the Alternian-controlled worlds soon fell to popular uprisings of both the worlds’ original inhabitants and the lower castes, who vastly outnumbered the nobles. Eventually, most of these worlds were united under Empress Feferi Peixes (the Condense’s far more tolerant successor who’s first act was to abolish the Hemospectrum) to form The Free Worlds of New Alternia, a confederation of allied worlds centered around Urobuchi-3 (an earth-like world close to The Nexus). Alternian Loyalists, meanwhile, formed around a noble named Eridan Ampora in order to try and re-establish a power base on the ruins of Old Alternia. Their primary goal at this point is trying to locate the Condense, who is thought to be still alive. Failing that, they plan to breed a new empress who they belive will be able to return Alternia to it’s former glory.

Rumor has it that the Alternian Empire only ended up as brutal as it did was because it was secretly being manipulated by an eldritch abomination for unknown reasons, and that the only reason the empire fell was that The Nexus sent a task force to destroy said abomination. However, there is currently no evidence to support this conjecture.

Relations: Despite Empress Feferi’s attempts to improve things, most races view Alternians in a dim light. Which isn’t surprising given how the empire has treated said races. Because of this, most Trolls tend to stick together in settlements that range from urban ghettos to large gated communities founded on former military complexes. Though most worlds lack the (literally) blindingly hot sun of Old Alternian, they still remain nocturnal for the most part. While the lowbloods tend to be a bit more open to the idea of assimilation into the community of the greater Multiverse, highbloods (even those within the Free Worlds) typically look upon this with disdain. Highbloods also reserve special hated for the human race, as humans were amoung their primary enemies during the Great War.

Oddly enough, Alternian Trolls seem to get along with your typical “Hide-under-the-bridge-and-eat-billy-goats” Trolls. Perhaps it’s because they share a deep, subconscious kinship what with being outsiders to the rest of the world. Or maybe it’s just that Alternian Trolls don’t look all that tasty.

Alignment and Religion: Like humans, Alternians are capable of having any alignment and following any deity, though ages of imperial rule give them a tendency towards being Lawful. The primary exception to these are the purple-blooded caste, who follow a bizarre and dogmatic religion that is eerie similar to earth’s Juggalo culture5. They tend to be Chaotic, and usually Chaotic Evil.

While the Condense has done her best to squash any record of The Sufferer, the Cult of The Sufferer continues to endure, and begun to grow in numbers since the Vast Glub essentially destroyed the empire.

Adventurers: Alternians go on adventures for many of the same reasons humans do; money, power, glory, and all that good stuff. The older ones tend to be disenfranchised ex-soldiers of the empire stuck trying to make a living as a mercenary, while the younger trolls take the life of an adventurer as a way to exercise their newfound freedoms.

Racial Traits:

All trolls have the following traits:
Darkvision: 60 ft.
Ability Score Racial Traits: +2 to any single ability score, in addition to any bonus received by your blood type.
Languages: Trolls begin play speaking Common and Alternian. Trolls with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Blood Color Traits Breakdown
Fuchsia1 +2 Cha
+2 Int
Can breath Water
30 Ft. Swim Speed
Naturally Psionic: Wild Talent feat as a bonus feat at 1st level. If you take levels in a psionic class, you instead gain the Psionic Talent feat.
Psionic Aptitude: When you take a level in a Psionic class, you may gain an extra power point instead of a hit point or skill point.
Advanced Intelligence(4 RP)
Advanced Charisma(4 RP)
Amphibious (2 RP)
Swim (2 RP)
Naturally Psionic (4 RP)
Psionic Aptitude (1 RP)
Violet Can breath Water
30 Ft. Swim Speed
Battle-Hardened: +1 to CMD
Hatred (Humans, Trolls of lower blood caste): +1 bonus to attacks against hated enemy.
Amphibious (2 RP)
Swim (2 RP)
Battle-Hardened (4 RP)
Hatred (1 RP) (Humans, Trolls of a lower blood caste):
Purple Terrifying Honk: Once per hour as a standard action, you can emit a thunderous honk. Any creature who is not a purple-blooded Troll must make a successful Will saving throw (DC 10 + 1/2 the user’s character level + the user’s Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user’s terrifying croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.
Frenzy: Once per day, whenever you take damage, you fly into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
Ferocity: If hit points below 0 but you are not yet dead, you can continue to fight. If you do, you are staggered and lose 1 hit point each round. You still die when hit points reach a negative amount equal to your Constitution score.
Hatred (Humans, Trolls of lower blood caste): +1 bonus to attacks against hated enemy.
Terrifying Croak (2 RP)
Frenzy (2 RP)
Ferocity (4 RP)
Hatred (1 RP) (Humans, Trolls of a lower blood caste)
Indigo Urbanite: Gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
Skill Training: Pick up to two skills. These skills are always considered class skills.
Skilled: Gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
Gatecrasher: Members of this race gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.
Hatred (Humans, Trolls of lower blood caste): +1 bonus to attacks against hated enemy.
Urbanite (1 RP)
Skilled (4 RP)
Skill Training (1 RP)
Gatecrasher (2 RP)
Hatred (1 RP) (Humans, Trolls of a lower blood caste)
Cerulean Naturally Psionic: Wild Talent feat as a bonus feat at 1st level. If you take levels in a psionic class, you instead gain the Psionic Talent feat.
Psionic Aptitude: When you take a level in a Psionic class, you may gain an extra power point instead of a hit point or skill point.
Silver Tongued: gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.
Sociable: When members of this race attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
Naturally Psionic (4 RP)
Psionic Aptitude (1 RP)
Silver Tongued (3 RP)
Sociable (1 RP)
Teal Silver Tongued: gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.
Sociable: When members of this race attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
Stat Bonus: +2 to Charisma
Silver Tongued (3 RP)
Sociable (1 RP)
Advanced Charisma (4 RP)
Jade
(Rainbow Drinker)
Half-Undead: Darkvision 60 feet, +2 racial bonus on saving throws against disease and mind-affecting effects. No penalties from energy-draining effects, though you can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels you’ve gained are removed without any additional saving throws. In addition, you are harmed by positive energy and healed by negative energy.
Glowns In the Dark: You may illuminate yourself as Faerie Fire. This power can be activated or deactivated at will.
Half-Undead (5 RP)2
At-Will Spell-Like Ability: Faerie Fire (can only target self) (1 RP)
Olive Bonus Feat: Select one extra bonus feat at 1st level.
Multitalented: Choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes.
Cat’s Luck: Once per day, when you make a Reflex saving throw, you can roll the saving throw twice and take the better result. You must decide to use this ability before attempting the saving throw.
Flexible Bonus Feat (4 RP)
Multitalented (2 RP)
Cat’s Luck (1 RP)
Lime3 Naturally Psionic: Wild Talent feat as a bonus feat at 1st level. If you take levels in a psionic class, you instead gain the Psionic Talent feat.
Psionic Aptitude: When you take a level in a Psionic class, you may gain an extra power point instead of a hit point or skill point.
Danger Sense: You may use the psi-like ability “Detect Hostile Intent” at will.
Naturally Psionic (4 RP)
Psionic Aptitude (1 RP)
At-Will Psi-Like Ability: Detect Hostile Intent (4 RP)
Yellow Naturally Psionic: Wild Talent feat as a bonus feat at 1st level. If you take levels in a psionic class, you instead gain the Psionic Talent feat.
Psionic Aptitude: When you take a level in a Psionic class, you may gain an extra power point instead of a hit point or skill point.
Advanced Intelligence: +2 to Int
Naturally Psionic (4 RP)
Psionic Aptitude (1 RP)
Advanced Intelligence (4 RP)
Umber Naturally Psionic: Wild Talent feat as a bonus feat at 1st level. If you take levels in a psionic class, you instead gain the Psionic Talent feat.
Psionic Aptitude: When you take a level in a Psionic class, you may gain an extra power point instead of a hit point or skill point.
Advanced Wisdom: +2 to Wis
Naturally Psionic (4 RP)
Psionic Aptitude (1 RP)
Advanced Wisdom (4 RP)
Burgundy Naturally Psionic: Wild Talent feat as a bonus feat at 1st level. If you take levels in a psionic class, you instead gain the Psionic Talent feat.
Psionic Aptitude: When you take a level in a Psionic class, you may gain an extra power point instead of a hit point or skill point.
Eternal Hope: +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.
Resistant: +2 racial bonus on saving throws against mind-affecting effects and poison.
Naturally Psionic (4 RP)
Psionic Aptitude (1 RP)
Eternal Hope (2 RP)
Resistant (2 RP)
Candy Red4 Bonus Feat: Select one extra bonus feat at 1st level.
Multitalented: Choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes.
Lucky: +2 racial bonus on all saving throws.
Flexible Bonus Feat (4 RP)
Multitalented (2 RP)
Lucky, Lesser (2 RP)

1 Not playable. Fuchsia blood belongs to Alternian royalty, so only two trolls at a time are allowed to have Fuchsia blood. Also it’s extremely broken.
2 As they radiate light, Rainbow Drinkers are still healed by positive energy and harmed by negative energy.
3 Hunted to extinction in the canon timeline, but playable.
4 There are exactly two canonical Candy Red blood trolls, and they are both accounted for. Playing as a third red-blooded troll would reek of Special Snowflake Syndrome.
5 I am not even joking about this. That is an actual plot point in Homestuck.

Alternians

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